/Engine/Source/Runtime/Engine/Classes/Particles/ParticleModuleRequired.h
class UParticleModuleRequired : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)
float
AlphaThreshold
Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry.
uint8: 1
bDelayFirstLoopOnly
If true, the emitter will be delayed only on the first loop.
uint8:  1
bDurationRecalcEachLoop
If true, recalculate the emitter duration on each loop.
uint8: 1
bEmitterDelayUseRange
If true, select the emitter delay from the range [EmitterDelayLow..EmitterDelay]
uint8:  1
bEmitterDurationUseRange
If true, select the emitter duration from the range [EmitterDurationLow..EmitterDuration]
uint8: 1
bKillOnCompleted
If true, kill the emitter when it completes
uint8: 1
bKillOnDeactivate
If true, kill the emitter when the particle system is deactivated
uint8:  1
bOrbitModuleAffectsVelocityAlignment
Ensures that movement generated from the orbit module is applied to velocity-aligned particles
TEnumAsByte< en...
BoundingMode
More bounding vertices results in reduced overdraw, but adds more triangle overhead.
uint8:  1
bOverrideSystemMacroUV
Override the system MacroUV settings
uint8:  1
bOverrideUseVelocityForMotionBlur
uint8: 1
bRemoveHMDRoll
If true, removes the HMD view roll (e.g. in VR)
uint8:  1
bScaleUV
Whether to scale the UV or not - ie, the model wasn't setup with sub uvs
uint8: 1
bSupportLargeWorldCoordinates
If true, gpu simulation positions are offset to support double precision vectors.
TArray<FPartic...
BurstList
The array of burst entries.
uint8: 1
bUseLegacyEmitterTime
If true, the EmitterTime for the emitter will be calculated by modulating the SecondsSinceCreation by the EmitterDuration.
uint8: 1
bUseLocalSpace
If true, update the emitter in local space
uint8:  1
bUseMaxDrawCount
If true, use the MaxDrawCount to limit the number of particles rendered.
uint8:  1
bUseVelocityForMotionBlur
When supported by the vertex factory will use particle velocity for motion blur approximation.
TObjectPtr<UTe...
CutoutTexture
Texture to generate bounding geometry from.
float
EmitterDelay
Delay-related.
float
EmitterDelayLow
The low end of the emitter delay if using a range.
float
EmitterDuration
How long, in seconds, the emitter will run before looping.
float
EmitterDurationLow
The low end of the emitter duration if using a range.
int32
EmitterLoops
The number of times to loop the emitter. 0 indicates loop continuously
TEnumAsByte< en...
EmitterNormalsMode
Normal generation mode for this emitter LOD.
FVector
EmitterOrigin
FRotator
EmitterRotation
TEnumAsByte< EP...
InterpolationMethod
SubUV-related.
FVector
MacroUVPosition
Local space position that UVs generated with the ParticleMacroUV material node will be centered on.
float
MacroUVRadius
World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
TObjectPtr< cla...
Material
General.The material to utilize for the emitter at this LOD level.
int32
MaxDrawCount
The maximum number of particles to DRAW for this emitter.
float
MaxFacingCameraBlendDistance
The distance at which PSA_FacingCameraDistanceBlend is fully PSA_FacingCameraPosition
float
MinFacingCameraBlendDistance
The distance at which PSA_FacingCameraDistanceBlend is fully PSA_Square
TArray<FName>
NamedMaterialOverrides
Named material overrides for this emitter.
FVector
NormalsCylinderDirection
When EmitterNormalsMode is ENM_Cylindrical, particle normals are created to face away from the cylinder going through NormalsSphereCenter in the direction NormalsCylinderDirection.
FVector
NormalsSphereCenter
When EmitterNormalsMode is ENM_Spherical, particle normals are created to face away from NormalsSphereCenter.
TEnumAsByte< en...
OpacitySourceMode
TEnumAsByte< EP...
ParticleBurstMethod
The method to utilize when burst-emitting particles
int32
RandomImageChanges
The number of times to change a random image over the life of the particle.
float
RandomImageTime
The amount of time (particle-relative, 0.0 to 1.0) to 'lock' on a random sub image 0.0 = change every frame 1.0 = select a random image at spawn and hold for the life of the particle
TEnumAsByte< EP...
ScreenAlignment
The screen alignment to utilize for the emitter at this LOD level.
TEnumAsByte< EP...
SortMode
The sorting mode to use for this emitter.
FRawDistributio...
SpawnRate
Spawn-related.The rate at which to spawn particles
int32
SubImages_Horizontal
The number of sub-images horizontally in the texture
int32
SubImages_Vertical
The number of sub-images vertically in the texture
EParticleUVFlip...
UVFlippingMode
Controls UV Flipping for this emitter.